GL back-end error refactor.

Adds explicit error handling to a few scoped state handler classes.
Otherwise mostly mechanical refactoring.

Bug: angleproject:2753
Change-Id: I2bf969a68f45880902b6e7902297c1340a76a1c4
Reviewed-on: https://chromium-review.googlesource.com/c/1255647
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/VertexDataManager.cpp b/src/libANGLE/renderer/d3d/VertexDataManager.cpp
index 5c5e74b..7a6d611 100644
--- a/src/libANGLE/renderer/d3d/VertexDataManager.cpp
+++ b/src/libANGLE/renderer/d3d/VertexDataManager.cpp
@@ -490,8 +490,8 @@
         int elementsInBuffer =
             ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
 
-        ANGLE_CHECK_HR(GetImplAs<ContextD3D>(context), maxVertexCount <= elementsInBuffer,
-                       "Vertex buffer is not big enough for the draw call.", E_FAIL);
+        ANGLE_CHECK(GetImplAs<ContextD3D>(context), maxVertexCount <= elementsInBuffer,
+                    "Vertex buffer is not big enough for the draw call.", E_FAIL);
     }
     return mStreamingBuffer.reserveVertexSpace(context, attrib, binding, totalCount, instances);
 }